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The Order 1886 Team Post

Hey everyone!

My name is Adam Skutt, I'm the character lead over at Ready at Dawn.

A bunch of us wanted to share some of our artwork with the Zbrush community. This was a great project to work on, there were so many talented artist involved in creating these assets.
All of these images were rendered in Keyshot and sculpted in Zbrush
Scot Andreason did the hair cards for Lakshmi,
Majid Esmaeili sculpted the male glove and the weapons holster that was shared
by most characters.

If anyone has any questions feel free,

beware of nudity!

Enjoy!

Galahad high poly renegade

Galahad head and knight gorget sculpt

Galahad prisoner head sculpt

Lakshmi high poly

This is the sculpt of the Elder Lycan, Jordu Schell and Tobi Kwan created the concept

Lycan Soldier sculpt, concept by Jordu, Tobi - and I had a some input as well for musculature and anatomy

Lord Hastings head high poly, base and wrinkles sculpted by me. Blendshapes by Darcy Korch

Hasting nude body seen briefly in game. Hands were sculpted by Darcy Korch

Hi,
My name is Scot Andreason, I am Lead Material Artist at Ready at Dawn Studios. I created textures and materials for many of the characters in The Order:1886. I also handled modeling and texturing the character's hair.

My name is Hisae 'Jo' Watanabe.
Here are some of my character texture and material work from The Order: 1886. Isabeau and Galahad's hair were done by my fellow artists Scot Andreason and Brandi Parish and character modeling by Adam Skutt, and Jarad Vincent. Majid Esmaeili sculpted the male glove and the weapons holster that was sharedby most characters.
I'm very lucky to work with many extremely talented artists in this project.

Hey! My name is Daniel Peteuil and I am one of the character artists at Ready at Dawn who worked on The Order 1886. I was the last character artist to join the project so much of my work was touch ups and technical stuff, but I was able to hop into zbrush for some of these fun assets. It was great working with a great team of talented people!

Galahad's Blackwall Yard shirt: I was responsible for sculpting the wrinkle maps and refining the base sculpt to work better for wrinkle maps and deformation.

Base sculpt was created by Fabricio Torres, then fit for Galahad and his gear by Jarad Vincent.

I sculpted the highlighted garments on these civilians. The upper left shawl with fringes was sculpted by hand, the others were first draped in Marvelous Designer. The darkened Garments were sculpted by Fabricio Torres, with some help on the hats from Dmitry Parkin.

I worked extensively on the Civilian characters for The Order:1886, creating high and low poly assets, adjusting existing assets and creating an efficient standardized uv layout for versatility.

This is Hisae 'Jo' Watanabe again with some additional character texture and material work from The Order: 1886. Character modeling by Eiad Dahnim and Majid Esmaeili sculpted the male glove and the weapons holster that was sharedby most characters.
Enjoy!

This is Nathan Phail-Liff, Art Director at RAD. The latter half of production I was helping out much more with lighting than modeling, but below is a sample of some of the ornate uniform cording and rope that I created to be used for the various knight combat and ceremonial uniforms. I used a combination of modeling, uv, and tiling displacement map tricks to create these pieces very rapidly in zbrush, and worked out a system of generating tiling ribbon materials, mapped to tiered lod cross section with alpha test edges to give the low poly in-engine strips a more convincing sense of 3d form and imperfections in edge quality.

Any of these cording details could be lofted along arbitrary curves in maya to quickly generate high quality, game ready uniform details, and these same ribbons were also then baked down into the underlying costume material, so at distances the extra cording detail and draw calls could completely disappear. This same technique could also be used to send these same lower res poly strips right back to zbrush, where the same uvs could be used with a height map to displace them right back into more complex sculpted detail.

In the sample image below showing the usage on the characters, I did the aiguillette modeling and arrangements for Lafayette and Galahad. The grooming of the other ribbon curves for Galahad, Isabeau, and Lafayette were done by their respective character modelers, Adam Skutt, Eiad Dahnim, and Majid Esmaeili.